#2089 closed bug (fixed (in master))

Lighting errors for necromancers

Reported by: nckmccnnll Owned by:
Milestone: Triage Keywords:


"Regarding lit walls, let me try to explain my puzzlement in more detail. I was a necromancer walking without light. Thus corridor granite was always grey to me --- apparently noctovision doesn't let you see the lit versions of tiles, which is fine. However, the room granite was bright white not whenever in my LOS, but only when within the radius of my noctovision. As if my noctovision was an ultraviolet light and room granite was a fluorescent substance. Is that what noctovision is? If so, why is the room granite fluorescent? It bet it doesn't need to be. And it's not ambiently lit, because if it was, I would see it from a distance (and see it as a lit tile) and I don't.
" - Bandobras (see also other posts in http://angband.oook.cz/forum/showthread.php?t=9242)

Change History (8)

comment:1 Changed 21 months ago by nckmccnnll

Note lighting error also resulting from double thickness circular room walls; the solution is to use radius instead of radius + 1 in the granite circle in build_circular().

comment:2 Changed 20 months ago by nckmccnnll

Also magma and quartz show as white when in LoS, because grid_get_attr() only checks for white grids.

comment:3 Changed 20 months ago by nckmccnnll

Also the outside of lit rooms really shouldn't light up.

comment:4 Changed 20 months ago by nckmccnnll

Also having LIGHT[1] makes it impossible to see - is this bad?

comment:5 Changed 19 months ago by nckmccnnll

Yes, it's bad, because of randarts with LIGHT[1]

comment:6 Changed 17 months ago by nckmccnnll

Improvements to lighting in 13db04d2e, still need to deal with outside of lit rooms and LIGHT[1]

comment:7 Changed 17 months ago by nckmccnnll

LIGHT[1] dealt with in 8b3bf4526

comment:8 Changed 17 months ago by nckmccnnll

  • Resolution set to fixed (in master)
  • Status changed from new to closed

ab3fad096 stops outside walls of rooms from lighting up

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